AeThex-Engine-Core/engine/thirdparty/embree/common/sys/estring.cpp
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

42 lines
1.4 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "estring.h"
#include <algorithm>
#include <ctype.h>
namespace embree
{
char to_lower(char c) { return char(tolower(int(c))); }
char to_upper(char c) { return char(toupper(int(c))); }
std::string toLowerCase(const std::string& s) { std::string dst(s); std::transform(dst.begin(), dst.end(), dst.begin(), to_lower); return dst; }
std::string toUpperCase(const std::string& s) { std::string dst(s); std::transform(dst.begin(), dst.end(), dst.begin(), to_upper); return dst; }
Vec2f string_to_Vec2f ( std::string str )
{
size_t next = 0;
const float x = std::stof(str,&next); str = str.substr(next+1);
const float y = std::stof(str,&next);
return Vec2f(x,y);
}
Vec3f string_to_Vec3f ( std::string str )
{
size_t next = 0;
const float x = std::stof(str,&next); str = str.substr(next+1);
const float y = std::stof(str,&next); str = str.substr(next+1);
const float z = std::stof(str,&next);
return Vec3f(x,y,z);
}
Vec4f string_to_Vec4f ( std::string str )
{
size_t next = 0;
const float x = std::stof(str,&next); str = str.substr(next+1);
const float y = std::stof(str,&next); str = str.substr(next+1);
const float z = std::stof(str,&next); str = str.substr(next+1);
const float w = std::stof(str,&next);
return Vec4f(x,y,z,w);
}
}